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Re:A Ray-Box Intersection Algorithm and Efficient Dynamic Vo... by kevingadd on Thursday September 20, 2018 @01:20PM (#18034043)
This is more useful than it might seem because many rendering techniques are sometimes implemented using voxel representations behind the scenes, like global illumination (indirect bounced light, so light bounces off a red wall to create a pale red glow on the ground, that sort of thing), shadowing, fluids, etc. The examples of Minecraft and LEGO given are direct applications but I suspect this will improve a lot of stuff.
Re:A Ray-Box Intersection Algorithm and Efficient Dynamic Vo... by mishurov on Thursday September 20, 2018 @01:30PM (#18034132)
There're lots of different GI methods, most of them use spatial acceleration structures such as BVH and KD-Trees after triangulation. Fluids use a grid for discretisation, behind the scenes the PDEs are solved be means of the finite difference methods, it has nothing to do with ray intersection tests.
Re:A Ray-Box Intersection Algorithm and Efficient Dynamic Vo... by Osyris on Thursday September 20, 2018 @01:25PM (#18034087)
This is exactly what we do at Roblox.
Re:A Ray-Box Intersection Algorithm and Efficient Dynamic Vo... by DonnyV on Thursday September 20, 2018 @03:26PM (#18034878)
Just wanted to say that Roblox is a masterful system. My daughter plays it and its an amazing piece of software. Your map editor is great too. My daughter is 8 and she picked it right up.

Curious, how big is the team for the game and editor?